protonscr

Fsync testing - experimental

dxvkclosed
doitsujin/dxvk#1163 · opened 2019-08-12 by SveSop · updated 2019-08-12 · 3 comments · github
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SSveSop 2019-08-12 github

Info:

Since Proton 4.11 come with the new "fsync" functionality IF you use a kernel supporting it, i thought i would make a thread here for some experimental testing, as the Steam git thread is (i guess) mostly for Proton/steam testing, and not regular wine.

Proton fsync information:
https://steamcommunity.com/app/221410/discussions/0/3158631000006906163/

Proton fsync issues thread:
https://github.com/ValveSoftware/Proton/issues/2922

Now the great ppl over at TK-Glitch has smacked together the fsync wine patchset that you can download here:
https://github.com/Tk-Glitch/PKGBUILDS/tree/master/wine-tkg-git/wine-tkg-patches/proton

You need both the fsync-staging.patch and fsync-staging-no_alloc_handle.patch if you use this with wine-staging.

PS. wine-staging > 4.11 might throw a fuzz or 3 + some offsets when patching, but seems oki enough. (Or use the attached patch for wine-staging-4.13)

Kernel:

You need either a pre-made kernel with these fsync patches (described in the first link i posted), or you can compile your own kernel with the needed patches.
https://gitlab.collabora.com/krisman/linux/commit/49d200233c5c615149bd30e0fcc66d896e99d65f
https://gitlab.collabora.com/krisman/linux/commit/368eb7d8c86bd2a5db200567e82c477efc1a9502

Task:

Mostly for testing various games/apps without ONLY steam available stuff and perhaps figure out some useful feedback.

Rebased fsync patch for wine-staging-4.13

fsync-staging.patch.gz

SSveSop 2019-08-12 github

I want to kickstart this with testing "Monster Hunter Online Benchmark" with fsync.

This benchmark can be downloaded from the official site: http://mho.qq.com/cp/a20141201benchmark/en/index.htm or from the slightly faster Guru3D site: https://www.guru3d.com/files-details/monster-hunter-official-benchmark-download.html

Testing with fsync enabled, and a working kernel, the game frequently freezes. That is, the music plays and wine logs fsync lines++ so something is happening... its just the image freezes.

There is no apparent error logged from dxvk, so i am not really sure what happens. So if anyone feel free to do some testing, please do :)

PS.
To actually enable fsync, you need to pop export WINEFSYNC=1 env variable before running.

I run the game with the following variables set:

export WINEDEBUG="-all,+fsync"
export __GL_SHADER_DISK_CACHE_PATH="$HOME/.nv/Monster"
export __GL_THREADED_OPTIMIZATIONS=1
export __GL_SYNC_TO_VBLANK=0
export STAGING_SHARED_MEMORY=1
export STAGING_RT_PRIORITY_SERVER=90
export STAGING_WRITECOPY=1
export WINEFSYNC=1
export WINE_LARGE_ADDRESS_AWARE=1
export DXVK_LOG_LEVEL=debug
Llibcg 2019-08-12 github

This is absolutely not the right place to do this. fsync has nothing to do with DXVK.

Ddoitsujin maintainer 2019-08-12 github

what libcg said. Fsync-related issues belong here:
https://github.com/ValveSoftware/Proton/issues/2922